Methods and apparatus for remote updates

US9937414B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-9937414-B2
Application numberUS-201414284390-A
CountryUS
Kind codeB2
Filing dateMay 21, 2014
Priority dateSep 30, 2009
Publication dateApr 10, 2018
Grant dateApr 10, 2018

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

Software on a server transmits a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game. The string is serialized and unstructured. The instance modifies the game state parameters according to game logic and events generated by a user as the user plays the game. The software on the server then receives a batch file transmitted after a threshold period of time by the instance. The batch file includes a plurality of events. The software processes the plurality of events in the batch file against game logic to update one or more of game state parameters in the string and stores the text data in the updated string in a persistent database.

First claim

Opening claim text (preview).

What is claimed is: 1. A method, comprising operations of: receiving, at a server, a batch file transmitted from an instance of a computer-implemented game executing on a client device, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events; processing the plurality of events in the batch file against game logic to update one or more of game state parameters contained in a string of text data which is serialized and unstructured and which is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database, the string of text data being de-serialized by the server in order to update the one or more game state parameters for synchronizing the server with the client device; and transmitting a copy of the string having the update to the client device, wherein the instance further modifies the game state parameters according to game logic and events generated in response to a user playing the game, wherein each operation is performed by one or more processors. 2. A method as in claim 1 , wherein the text data in the string is stored in a persistent database that is partitioned into multiple parts and wherein each part is used to store one or more specific types of game application data. 3. A method as in claim 1 , wherein each of the plurality of events includes an action and an object identifier. 4. A method as in claim 1 , wherein the batch file includes at least one update to a user object. 5. A method as in claim 4 , wherein the user object includes a player state and a world state. 6. A method as in claim 1 , wherein the batch file includes successive updates to a user object that are processed in sequence. 7. One or more non-transitory media that are computer-readable and that store instructions, which when executed by a processor, perform the following operations: receive, at a server, a batch file transmitted from an instance of a computer-implemented game executing on a client device, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events; process the plurality of events in the batch file against game logic to update one or more of game state parameters contained in a string of text data which is serialized and unstructured and which is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database, the string of text data being de-serialized by the server in order to update the one or more game state parameters for synchronizing the server with the client device; and transmit a copy of the string having the update to the client device, wherein the instance further modifies the game state parameters according to game logic and events generated in response to a user playing the game. 8. The media of claim 7 , wherein the persistent database that is partitioned into multiple parts and wherein each part is used to store one or more specific types of game application data. 9. The media of claim 7 , wherein each of the plurality of events includes an action and an object identifier. 10. The media of claim 7 , wherein the batch file includes at least one update to a user object. 11. The media of claim 10 , wherein the user object includes a player state and a world state. 12. The media of claim 7 , wherein the batch file includes successive updates to a user object that are processed in sequence. 13. A computer-implemented method, comprising: transmitting, from a server, a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game, wherein the string, stored by the server serialized and unstructured and is stored in an intermediate memory cache (memcache) layer that supports lazy updates to a persistent database and wherein the instance modifies further the game state parameters according to game logic and events generated in response to a user playing the game; receiving, at the server, a batch file transmitted by the instance, wherein the batch file includes a plurality of events and has reached a size as determined by a threshold number of events; and processing, by the server, the plurality of events in the batch file against game logic to update one or more of game state parameters in the string to synchronize the server with the client device and storing the text data in the updated string in a persistent database. 14. The method of claim 13 , wherein each of the plurality of events includes an action and an object identifier. 15. The method of claim 13 , wherein the batch file includes at least one update to a user object. 16. The method of claim 15 , wherein the user object includes a player state and a world state. 17. The method of claim 13 , wherein the batch file includes successive updates to a user object that are processed in sequence. 18. The method of claim 13 , wherein the persistent database is partitioned into multiple parts and wherein each part is used to store one or more specific types of game application data. 19. The method of claim 18 , wherein one of the parts stores social network contacts. 20. The method of claim 13 , wherein the updated string is stored as a single object in the persistent database.

Assignees

Inventors

Classifications

  • G06F16/27Primary

    Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor · CPC title

  • Physics · mapped topic

  • A63F13/00Primary

    Video games, i.e. games using an electronically generated display having two or more dimensions · CPC title

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What does patent US9937414B2 cover?
Software on a server transmits a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game. The string is serialized and unstructured. The instance modifies the game state parameters according to game logic and events generated by a user as the user plays the game. The software on the server then receives a batch file …
Who is the assignee on this patent?
Zynga Inc
What technology area does this patent fall under?
Primary CPC classification G06F16/27. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Apr 10 2018 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 1 related publication on this page (citations in our corpus or others sharing the same primary CPC).